Files
LunaLightXMG/Level.cs
2025-05-17 19:41:52 -07:00

334 lines
10 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.IO;
using Microsoft.Xna.Framework.Input;
using System.Collections.Generic;
using Microsoft.Xna.Framework.Audio;
namespace LunaLightXMG
{
public class Level : Game, IDisposable
{
// Objects
private Camera2D camera2D;
private PlayerInput playerInput;
// Native retro scale
private int retroWidth = 320;
private int retroHeight = 180;
// Entities
private List<Enemy> enemies;
private int numberOfEnemies;
public Player Player
{
get { return player; }
}
Player player;
// Key Locations
private Vector2 startPosition;
private Point exit = InvalidPosition;
private static readonly Point InvalidPosition = new Point(-1,-1);
// Physical Structure
private Platform[] platforms;
private int numberOfPlatforms;
// Game State
private Random random = new Random(546452);
public int Score
{
get { return score; }
}
int score;
public ContentManager Content
{
get { return content; }
}
ContentManager content;
// Music
private SoundEffect sinkBeats;
private SoundEffectInstance backgroundMusicInstance;
// Test Render Target Handler
private RenderHandler renderHandler;
bool resizing;
// Debugging
private SpriteFont debugFont;
private Texture2D debugGrid;
// Keyboard input
private KeyboardState prevKeyState;
// Utility
public Utilities utilities;
// Textures
Texture2D backgroundTexture;
Texture2D platformTexture;
#region Loading
// Level Definition
public Level(IServiceProvider serviceProvider,SpriteBatch spriteBatch, RenderHandler render_handler)
{
// Create content manager to load content used by just this level.
content = new ContentManager(serviceProvider, "Content");
renderHandler = render_handler;
// Initialize camera
camera2D = new Camera2D(retroWidth, retroHeight);
// camera test - set level bounds
camera2D.SetLevelBounds(new Rectangle(0,0,480,270)); // Testing - default 320x180
// Initialize Render Handler
// Load background layer textures. For now, all levels
// will use the same texture.
backgroundTexture = Content.Load<Texture2D>("Sink area");
// Load platform layer textures. For now, all platforms
// will use the same texture.
platformTexture = Content.Load<Texture2D>("platform");
// Load player sprite
// Test player input and movement with abstracted player class
Vector2 initPlayerPosition = new Vector2(163, 0);
player = new Player(initPlayerPosition);
playerInput = new PlayerInput();
playerInput.HasControl = true;
// Misc.
prevKeyState = Keyboard.GetState();
player.LoadContent(Content);
// Init number of platforms / enemies
numberOfPlatforms = 4;
numberOfEnemies = 10;
// Load enemies
enemies = SpawnEnemies(numberOfEnemies);
// Load Platforms
LoadPlatforms();
// Debugging
debugFont = Content.Load<SpriteFont>("fonts/debugFont");
debugGrid = Content.Load<Texture2D>("debugGrid");
// Get utilities
utilities = new Utilities();
}
private void LoadPlatforms()
{
platforms = PlatformGenerator.CreatePlatforms(numberOfPlatforms);
}
private List<Enemy> SpawnEnemies(int numOfEnemies)
{
List<Enemy> newEnemies = new List<Enemy>();
for (int i = 0; i < numOfEnemies; i++)
{
Vector2 spawnPosition = new Vector2(16 + i * 3, -16);
Enemy enemy = new(spawnPosition, random.Next(1,3));
enemy.LoadContent(Content);
newEnemies.Add(enemy);
}
return newEnemies;
}
#endregion
#region Update
public void Update(GameTime gameTime, KeyboardState keyboardState)
{
// Temporary quit game
if (keyboardState.IsKeyDown(Keys.Escape))
Exit();
// Check for game reset
if (keyboardState.IsKeyDown(Keys.R))
ResetGame();
// Update player
playerInput.Update();
player.Update(gameTime, playerInput, platforms);
// Update Enemies
foreach(var enemy in enemies)
enemy.Update(gameTime, player, platforms);
// Test render handler
renderHandler.UpdateZoom();
//Update camera position
camera2D.Follow(gameTime, player.position);
camera2D.UpdateScreenShake(gameTime);
// Camera testing
TestCameraWhilePlaying();
ToggleBackgroundMusic();
// Update keyState
prevKeyState = Keyboard.GetState();
}
public void Dispose()
{
Content.Unload();
}
#endregion
#region Draw
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
// // Test Render Target Handler - Draw sprites to the render (target
renderHandler.BeginRenderTarget(camera2D.GetViewMatrix());
// Test draw tiles
foreach (var platform in platforms)
{
platform.Draw(spriteBatch, platformTexture); // Assuming all tiles use the same texture for now
}
// Test player input and movement with abstracted player class
player.Draw(spriteBatch);
foreach (var enemy in enemies)
{
enemy.Draw(spriteBatch);
}
renderHandler.EndRenderTarget();
renderHandler.DrawRenderTarget(player, debugFont, camera2D);
}
#endregion
#region Methods
private void PlayBackgroundMusic(SoundEffect backgroundMusic)
{
if (backgroundMusicInstance == null)
{
backgroundMusicInstance = backgroundMusic.CreateInstance();
backgroundMusicInstance.IsLooped = true;
}
if (backgroundMusicInstance.State == SoundState.Playing)
{
backgroundMusicInstance.Stop();
}
else
{
backgroundMusicInstance.Play();
}
}
public void ResetGame()
{
// reset cam
camera2D.Rotation = 0;
camera2D.Zoom = 1f;
// reset render target zoom
renderHandler.ZoomNormalize();
// Reset player position
player.Reset(new Vector2(163, 0));
// Clear and respawn enemies
enemies.Clear();
SpawnEnemies(numberOfEnemies);
// Regenerate platforms
LoadPlatforms();
}
#endregion
#region Testing
private void DrawDebugInfo(SpriteBatch spriteBatch)
{
// Draw debug messages
spriteBatch.DrawString(debugFont, $"VSP: {player.vsp}", new Vector2(10, 10), Color.White);
spriteBatch.DrawString(debugFont, $"Grounded: {player.grounded}", new Vector2(10, 30), Color.White);
spriteBatch.DrawString(debugFont, $"Walled: {player.walled}", new Vector2(10, 50), Color.White);
spriteBatch.DrawString(debugFont, $"Position: {player.position}", new Vector2(10, 70), Color.White);
spriteBatch.DrawString(debugFont, $"Camera Position: {camera2D.Position}", new Vector2(10, 90), Color.White);
spriteBatch.DrawString(debugFont, $"Camera Rotation: {camera2D.Rotation}", new Vector2(10, 110), Color.White);
spriteBatch.DrawString(debugFont, $"Render Target Zoom: {renderHandler.ZoomLevel}", new Vector2(10, 130), Color.White);
spriteBatch.DrawString(debugFont, $"Key Pressed: {Keyboard.GetState().GetPressedKeys()}", new Vector2(10, 150), Color.White);
spriteBatch.DrawString(debugFont, $"Camera Rotation Control - Rotate left: K, Rotate right: L", new Vector2(10, 190), Color.White);
spriteBatch.DrawString(debugFont, $"Render Target Zoom Control - Zoom in: U, Zoom normal: I, Zoom out: O", new Vector2(10, 210), Color.White);
spriteBatch.DrawString(debugFont, $"Press P to test screen shake.", new Vector2(10, 230), Color.White);
spriteBatch.DrawString(debugFont, $"Press M to toggle game music.", new Vector2(10, 250), Color.White);
spriteBatch.DrawString(debugFont, $"Press R to reset level.", new Vector2(10, 270), Color.White);
}
private void ToggleBackgroundMusic()
{
KeyboardState currKeyState = Keyboard.GetState();
if (prevKeyState.IsKeyUp(Keys.M) && currKeyState.IsKeyDown(Keys.M))
{
PlayBackgroundMusic(sinkBeats);
}
}
private void TestCameraWhilePlaying()
{
KeyboardState keyboardState = Keyboard.GetState();
var KeyK = keyboardState.IsKeyDown(Keys.K);
var KeyL = keyboardState.IsKeyDown(Keys.L);
var KeyU = keyboardState.IsKeyDown(Keys.U);
var KeyI = keyboardState.IsKeyDown(Keys.I);
var KeyO = keyboardState.IsKeyDown(Keys.O);
var KeyP = keyboardState.IsKeyDown(Keys.P);
if (KeyK)
{
camera2D.Rotation -= 0.01f;
}
if (KeyL)
{
camera2D.Rotation += 0.01f;
}
if (KeyU)
{
renderHandler.ZoomIn();
}
if (KeyI)
{
renderHandler.ZoomNormalize();
}
if (KeyO)
{
renderHandler.ZoomOut();
}
if (KeyP)
{
camera2D.ScreenShake(0.5f, 5f);
}
}
#endregion
}
}